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/**
* @file llgamecontrol.h
* @brief GameController detection and management
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#pragma once
#include <vector>
#include "llerror.h"
#include "llsingleton.h"
#include "stdtypes.h"
// For reference, here are the RAW indices of the various input channels
// of a standard XBox controller. Button (N) is numbered in parentheses,
// whereas axisN has N+ and N- labels.
//
// leftpaddle rightpaddle
// _______ _______
// / 4+ '-. .-' 5+ \
// leftshoulder _(9)_________'-.____ ____.-'_________(10) rightshoulder
// / _________ \_________/ \
// / / 1- \ (3) \
// | | | (4) (5) (6) Y |
// | |0- (7) 0+| _________ (2)X B(1) |
// | | | / 3- \ A |
// | | 1+ | | | (0) |
// | \_________/ |2- (8) 2+| |
// | leftstick (11) | | |
// | (13) (14) | 3+ | |
// | (12) \_________/ |
// | d-pad rightstick |
// | ____________________ |
// | / \ |
// | / \ |
// | / \ |
// \__________/ \__________/
//
// Note: the analog joysticks provide NEGATIVE X,Y values for LEFT,FORWARD
// whereas those directions are actually POSITIVE in SL's local right-handed
// reference frame. This is why we implicitly negate those axes the moment
// they are extracted from SDL, before being used anywhere. See the
// implementation in LLGameControllerManager::onAxis().
// LLGameControl is a singleton with pure static public interface
class LLGameControl : public LLSingleton<LLGameControl>
{
LLSINGLETON_EMPTY_CTOR(LLGameControl);
virtual ~LLGameControl();
LOG_CLASS(LLGameControl);
public:
enum AgentControlMode
{
CONTROL_MODE_AVATAR,
CONTROL_MODE_FLYCAM,
CONTROL_MODE_NONE
};
enum ActionNameType
{
ACTION_NAME_UNKNOWN,
ACTION_NAME_ANALOG, // E.g., "push"
ACTION_NAME_ANALOG_POS, // E.g., "push+"
ACTION_NAME_ANALOG_NEG, // E.g., "push-"
ACTION_NAME_BINARY, // E.g., "stop"
ACTION_NAME_FLYCAM // E.g., "zoom"
};
enum KeyboardAxis : U8
{
AXIS_LEFTX,
AXIS_LEFTY,
AXIS_RIGHTX,
AXIS_RIGHTY,
AXIS_TRIGGERLEFT,
AXIS_TRIGGERRIGHT,
NUM_AXES
};
enum Button
{
BUTTON_A,
BUTTON_B,
BUTTON_X,
BUTTON_Y,
BUTTON_BACK,
BUTTON_GUIDE,
BUTTON_START,
BUTTON_LEFTSTICK,
BUTTON_RIGHTSTICK,
BUTTON_LEFTSHOULDER,
BUTTON_RIGHTSHOULDER, // 10
BUTTON_DPAD_UP,
BUTTON_DPAD_DOWN,
BUTTON_DPAD_LEFT,
BUTTON_DPAD_RIGHT,
BUTTON_MISC1,
BUTTON_PADDLE1,
BUTTON_PADDLE2,
BUTTON_PADDLE3,
BUTTON_PADDLE4,
BUTTON_TOUCHPAD, // 20
BUTTON_21,
BUTTON_22,
BUTTON_23,
BUTTON_24,
BUTTON_25,
BUTTON_26,
BUTTON_27,
BUTTON_28,
BUTTON_29,
BUTTON_30,
BUTTON_31,
NUM_BUTTONS
};
static const U16 MAX_AXIS_DEAD_ZONE = 16384;
static const U16 MAX_AXIS_OFFSET = 16384;
class InputChannel
{
public:
enum Type
{
TYPE_NONE,
TYPE_AXIS,
TYPE_BUTTON
};
InputChannel() {}
InputChannel(Type type, U8 index) : mType(type), mIndex(index) {}
InputChannel(Type type, U8 index, S32 sign) : mType(type), mSign(sign), mIndex(index) {}
// these methods for readability
bool isNone() const { return mType == TYPE_NONE; }
bool isAxis() const { return mType == TYPE_AXIS; }
bool isButton() const { return mType == TYPE_BUTTON; }
bool isEqual(const InputChannel& other)
{
return mType == other.mType && mSign == other.mSign && mIndex == other.mIndex;
}
std::string getLocalName() const; // AXIS_0-, AXIS_0+, BUTTON_0, NONE etc.
std::string getRemoteName() const; // GAME_CONTROL_AXIS_LEFTX, GAME_CONTROL_BUTTON_A, etc
Type mType { TYPE_NONE };
S32 mSign { 0 };
U8 mIndex { 255 };
};
// Options is a data structure for storing device-specific settings
class Options
{
public:
struct AxisOptions
{
S32 mMultiplier = 1;
U16 mDeadZone { 0 };
S16 mOffset { 0 };
void resetToDefaults()
{
mMultiplier = 1;
mDeadZone = 0;
mOffset = 0;
}
S16 computeModifiedValue(S16 raw_value) const
{
S32 new_value = ((S32)raw_value + S32(mOffset)) * mMultiplier;
return (S16)(std::clamp(new_value, -32768, 32767));
}
std::string saveToString() const;
void loadFromString(std::string options);
};
Options();
void resetToDefaults();
U8 mapAxis(U8 axis) const;
U8 mapButton(U8 button) const;
S16 fixAxisValue(U8 axis, S16 value) const;
std::string saveToString(const std::string& name, bool force_empty = false) const;
bool loadFromString(std::string& name, std::string options);
bool loadFromString(std::string options);
const std::vector<AxisOptions>& getAxisOptions() const { return mAxisOptions; }
std::vector<AxisOptions>& getAxisOptions() { return mAxisOptions; }
const std::vector<U8>& getAxisMap() const { return mAxisMap; }
std::vector<U8>& getAxisMap() { return mAxisMap; }
const std::vector<U8>& getButtonMap() const { return mButtonMap; }
std::vector<U8>& getButtonMap() { return mButtonMap; }
private:
std::vector<AxisOptions> mAxisOptions;
std::vector<U8> mAxisMap;
std::vector<U8> mButtonMap;
};
// State is a minimal class for storing axes and buttons values
class State
{
public:
State();
void clear();
bool onButton(U8 button, bool pressed);
std::vector<S16> mAxes; // [ -32768, 32767 ]
std::vector<S16> mPrevAxes; // value in last outgoing packet
U32 mButtons;
};
// Device is a data structure for describing any detected controller
class Device
{
const int mJoystickID { -1 };
const std::string mGUID;
const std::string mName;
Options mOptions;
State mState;
public:
Device(int joystickID, const std::string& guid, const std::string& name);
int getJoystickID() const { return mJoystickID; }
std::string getGUID() const { return mGUID; }
std::string getName() const { return mName; }
const Options& getOptions() const { return mOptions; }
const State& getState() const { return mState; }
void resetOptionsToDefaults() { mOptions.resetToDefaults(); }
std::string saveOptionsToString(bool force_empty = false) const { return mOptions.saveToString(mName, force_empty); }
void loadOptionsFromString(const std::string& options) { mOptions.loadFromString(options); }
friend class LLGameControllerManager;
};
static bool isEnabled();
static void setEnabled(bool enabled);
static bool isInitialized();
static void init(const std::string& gamecontrollerdb_path,
std::function<bool(const std::string&)> loadBoolean,
std::function<void(const std::string&, bool)> saveBoolean,
std::function<std::string(const std::string&)> loadString,
std::function<void(const std::string&, const std::string&)> saveString,
std::function<LLSD(const std::string&)> loadObject,
std::function<void(const std::string&, const LLSD&)> saveObject,
std::function<void()> updateUI);
static void terminate();
static const std::list<LLGameControl::Device>& getDevices();
static const std::map<std::string, std::string>& getDeviceOptions();
// returns 'true' if GameControlInput message needs to go out,
// which will be the case for new data or resend. Call this right
// before deciding to put a GameControlInput packet on the wire
// or not.
static bool computeFinalStateAndCheckForChanges();
static void clearAllStates();
static void processEvents(bool app_has_focus = true);
static const State& getState();
static InputChannel getActiveInputChannel();
static void getFlycamInputs(std::vector<F32>& inputs_out);
// these methods for accepting input from keyboard
static void setSendToServer(bool enable);
static void setControlAgent(bool enable);
static void setTranslateAgentActions(bool enable);
static void setAgentControlMode(AgentControlMode mode);
static bool getSendToServer();
static bool getControlAgent();
static bool getTranslateAgentActions();
static AgentControlMode getAgentControlMode();
static ActionNameType getActionNameType(const std::string& action);
static bool willControlAvatar();
// Given a name like "AXIS_1-" or "BUTTON_5" returns the corresponding InputChannel
// If the axis name lacks the +/- postfix it assumes '+' postfix.
static LLGameControl::InputChannel getChannelByName(const std::string& name);
// action_name = push+, strafe-, etc
static LLGameControl::InputChannel getChannelByAction(const std::string& action);
static bool updateActionMap(const std::string& action_name, LLGameControl::InputChannel channel);
// Keyboard presses produce action_flags which can be translated into State
// and game_control devices produce State which can be translated into action_flags.
// These methods help exchange such translations.
static U32 computeInternalActionFlags();
static void setExternalInput(U32 action_flags, U32 buttons_from_keys);
// call this after putting a GameControlInput packet on the wire
static void updateResendPeriod();
using getChannel_t = std::function<LLGameControl::InputChannel(const std::string& action)>;
static std::string stringifyAnalogMappings(getChannel_t getChannel);
static std::string stringifyBinaryMappings(getChannel_t getChannel);
static std::string stringifyFlycamMappings(getChannel_t getChannel);
static void getDefaultMappings(std::vector<std::pair<std::string, LLGameControl::InputChannel>>& mappings);
static bool parseDeviceOptions(const std::string& options, std::string& name,
std::vector<LLGameControl::Options::AxisOptions>& axis_options,
std::vector<U8>& axis_map, std::vector<U8>& button_map);
static std::string stringifyDeviceOptions(const std::string& name,
const std::vector<LLGameControl::Options::AxisOptions>& axis_options,
const std::vector<U8>& axis_map, const std::vector<U8>& button_map,
bool force_empty = false);
static void initByDefault();
static void loadFromSettings();
static void saveToSettings();
static void setDeviceOptions(const std::string& guid, const Options& options);
};
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